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Returning 12 results for 'continual of decide'.
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. In this dark comedy, three sailors, shipwrecked in the ocean, cling to a coffin. 4 The Lich King’s Revel. A lich king cannot decide which of his three living sons should rule his kingdom, so he throws
stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are impressive and harmless. The lights in their lanterns are created by continual flame spells. Eigeron’s Ghost Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of
, the characters see Blagothkus’s flying castle hovering nearby, its towers casting long shadows over the village. What happens if the characters decide to pursue Blagothkus is beyond the scope of this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are impressive and harmless. The lights in their lanterns are created by continual flame spells. Eigeron’s Ghost Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of
, the characters see Blagothkus’s flying castle hovering nearby, its towers casting long shadows over the village. What happens if the characters decide to pursue Blagothkus is beyond the scope of this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. In this dark comedy, three sailors, shipwrecked in the ocean, cling to a coffin. 4 The Lich King’s Revel. A lich king cannot decide which of his three living sons should rule his kingdom, so he throws
stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
Icicles hang from the rafters of this ice-glazed hall, which is illuminated by bluish continual flame spells. An ivory drinking horn rests atop a frozen table in the middle of the room. South of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
Icicles hang from the rafters of this ice-glazed hall, which is illuminated by bluish continual flame spells. An ivory drinking horn rests atop a frozen table in the middle of the room. South of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
characters’ investigation. En route to the tavern, “Blood in the Streets” is a chance for characters to see the City Watch in action. If the characters decide to look around, “Searching the Dock Ward” gives
. The flickering comes from the one streetlamp still intact on Candle Lane, kept alight by a continual flame spell. A warehouse is directly across the street from the lamp, which illuminates a black
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
characters’ investigation. En route to the tavern, “Blood in the Streets” is a chance for characters to see the City Watch in action. If the characters decide to look around, “Searching the Dock Ward” gives
. The flickering comes from the one streetlamp still intact on Candle Lane, kept alight by a continual flame spell. A warehouse is directly across the street from the lamp, which illuminates a black
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Glass is a continual presence in their minds, moving telepathically from character to character to frantically warn them that the ghost is lying, and that it and its guardian creatures must be
the collection, you can decide what it might be worth, but the characters should earn at least 50,000 gp for the lot (see also “A Little Light Reading” below). Such a reward might take the form of one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Glass is a continual presence in their minds, moving telepathically from character to character to frantically warn them that the ghost is lying, and that it and its guardian creatures must be
the collection, you can decide what it might be worth, but the characters should earn at least 50,000 gp for the lot (see also “A Little Light Reading” below). Such a reward might take the form of one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
to us, I shall grant you a reward. Meepo can accompany you if you desire.”
If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects area 15 and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
to us, I shall grant you a reward. Meepo can accompany you if you desire.”
If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects area 15 and